105 lines
3.3 KiB
Markdown
105 lines
3.3 KiB
Markdown
# Overview
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The Keymaps.ini file tells StepMania how the keys on the keyboard or other
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input devices are mapped. Other input devices are referred to as joysticks
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for convenience.
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You should only edit the Keymaps.ini file directly if some malfunction
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prevents mapping keys through the Config Key/Joy Mappings screen.
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## Location
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Windows: `%APPDATA%/ITGmania/Save/Keymaps.ini`
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Linux: `~/.itgmania/Save/Keymaps.ini`
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macOS: `~/Library/Preferences/ITGmania/Keymaps.ini`
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## Structure
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An ini file is split up into sections. Each section begins with the section
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name in square brackets like this:
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```
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[dance]
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```
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In the Keymaps.ini file, each section contains the button mappings for that
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game type. Only sections for game types you have played will be in the file.
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The beginning of a section marks the end of the previous section.
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A section contains a list of key value pairs. Everything before the equals
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sign is the key, and everything after the equals sign is the value.
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```
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2_Start=Joy1_B8:Key_space
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```
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In this example, ```2_Start``` is the key, and ```Joy1_B8:Key_space``` is
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the value.
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StepMania uses the key to store which player the button is for, and the name
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of the button. ```2_Start``` is the Start button for Player 2.
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The value is a colon separated list of keyboard or joystick keys that map to
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the button. There can only be two entries in the list.
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In the example ```Joy1_B8:Key_space```, ```Joy1_B8``` is the first joystick
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key mapped, and ```Key_space``` is the second. The first part of the key is
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the name of the device, and the second part is the name of the button.
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The keyboard always has the device name Key. Other input devices are all
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named Joy, with a number for the order they were detected in. Buttons on a
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joystick are numbered from 1 to however many the joystick has. There is a
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section at the end for the names of keyboard keys.
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You can use the Test Input screen to discover the names of keys or buttons.
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It is in the Input Options section of the service menu.
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If you have a malfunctioning device that is preventing using menus, or a
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broken keymap, you can reset to the default mapping by holding F3 and
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pressing P. You should find the Automap Joysticks option in the Advanced
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Input Options screen and turn it off so that your custom mapping doesn't get
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overwritten when StepMania sees different devices connected.
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# Example
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Let's imagine that you want to map the E key to Player 1 Left in the dance
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game mode.
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* Find the dance game section. It starts with ```[dance]```.
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* Find the entry for Player 1 Left. Player 1 means it will start with 1, and
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the button name is Left, so the key name for the entry will be ```1_Left```.
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* Change its value to the E key. The keyboard device name is Key, and the
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button name is e, so the full name is ```Key_e```.
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* Finished example:
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```
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1_Left=Key_e
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```
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### Non-printable keys
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If the key normally types a single character when pressed, that single
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character is considered its printable character.
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Some keys cannot be represented by a single character, so the name of the key
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is used instead.
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The following keys use their names instead of a single character:
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* space
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* backslash
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* comma
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* period
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* colon
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* pgdn
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* pgup
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* left shift
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* right shift
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* enter
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* tab
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* caps lock
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* left ctrl
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* right ctrl
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* left alt
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* right alt
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* delete
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* insert
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* end
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* home
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This list may be incomplete.
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